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Interfacing with the Internet in Popular Cinema

Interfacing with the Internet in Popular Cinema Author A. Tucker
ISBN-10 9781137386694
Release 2014-07-02
Pages 254
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The Internet is the most terrifying and most beautifully innovative invention of the twentieth century. Using film theory and close textual analysis, Tucker offers an explanation of the Internet and a brief history of its portrayal on film in order examine how it has shaped contemporary versions of self-identity, memory, and the human body.



Virtual Weaponry

Virtual Weaponry Author Aaron Tucker
ISBN-10 9783319601984
Release 2017-10-26
Pages 250
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This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.



Cyberbullies Cyberactivists Cyberpredators Film TV and Internet Stereotypes

Cyberbullies  Cyberactivists  Cyberpredators  Film  TV  and Internet Stereotypes Author Lauren Rosewarne
ISBN-10 9781440834417
Release 2016-01-25
Pages 413
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Written by an expert in media, popular culture, gender, and sexuality, this book surveys the common archetypes of Internet users—from geeks, nerds, and gamers to hackers, scammers, and predators—and assesses what these stereotypes reveal about our culture's attitudes regarding gender, technology, intimacy, and identity. • Provides exhaustively researched and richly detailed information about the interplay between media representations of Internet users and gender, politics, technology, and society that is fascinating and fun to read • Presents findings that suggest that in spite of the Internet being so prevalent, technophobia is still an inherent subtext of many pop culture references to it • Considers how the vast majority of the portrayals of Internet user stereotypes are male—and evaluates how these male-dominated roles shape and are shaped by popular attitudes about sexuality, technology, intimacy, and identity • Written by Lauren Rosewarne, a widely published expert in the areas of modern media, popular culture, gender, and sexuality



Irresponsible Mediums

Irresponsible Mediums Author Aaron Tucker
ISBN-10 1771663340
Release 2017
Pages 110
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In 1968, avant-garde artist Marcel Duchamp and composer John Cage exhibited Reunion, a chess performance, in Toronto Canada where whenever a player moved a piece, it generated a musical note until the game was transformed into a symphony. Inspired by this performance, Irresponsible Mediums--poet and academic Aaron Tucker's second full-length collection of poems--translates Duchamp's chess games into poems using the ChessBard (an app co-created by Tucker and Jody Miller) and in the process, recreates Duchamp's joyous approach to making art, while also generating startling computer-made poems that blend the analog and digital in strange and surprising combinations. With an introduction by Jennifer Shahade, two time U.S. Women's Chess Champion. Praise for Irresponsible Mediums: "Marcel Duchamp's chess games played between 1922-1961 come alive with the Chessbard's translation of those games into poetry. This wonderful book by Aaron Tucker of (close to) 100 Opening, Middle, and End game moves generated from source poems by the author is a must read for Duchamp scholars, Digital Humanists, video game theorists, and chess fans. The poetry, along with the introduction by Jennifer Shahade, chess professional and co-author of Marcel Duchamp: The Art of Chess, sets the context for the art and performative aspect of game play." --Dene Grigar, Professor, Creative Media & Digital Culture; President, Electronic Literature Organization "As Marcel Duchamp observed, "Beauty in chess is closer to beauty in poetry." The opposite is also often true. These poems are beautiful gambits that, like the best chess games, delight and intrigue with their elegant and intelligent play." --Gary Barwin, Winner of the Leacock Medal, and finalist for the Scotiabank Giller Prize, and Governor General's Literary Award for Yiddish for Pirates



Y

Y Author Aaron Tucker
ISBN-10 1552453650
Release 2018-04-05
Pages 220
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The books, the loves, and the conscience of J. Robert Oppenheimer: a novel about the man who invented the atomic bomb.



Interface Culture

Interface Culture Author Steven A. Johnson
ISBN-10 0465036805
Release 1999-10-07
Pages 272
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Drawing on his own expertise in the humanities and on the Web, Steven Johnson not only demonstrates how interfaces - those buttons, graphics, and words on the computer screen through which we control information - influence our daily lives, but also tracks their roots back to Victorian novels, early cinema, and even medieval urban planning. The result is a lush cultural and historical tableau in which today's interfaces take their rightful place in the lineage of artistic innovation. With a distinctively accessible style, Interface Culture brings new intellectual depth to the vital discussion of how technology has transformed society, and is sure to provoke wide debate in both literary and technological circles.



The Interface Effect

The Interface Effect Author Alexander R. Galloway
ISBN-10 9780745662923
Release 2013-05-20
Pages 200
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Interfaces are back, or perhaps they never left. The familiar Socratic conceit from the Phaedrus, of communication as the process of writing directly on the soul of the other, has returned to center stage in today's discussions of culture and media. Indeed Western thought has long construed media as a grand choice between two kinds of interfaces. Following the optimistic path, media seamlessly interface self and other in a transparent and immediate connection. But, following the pessimistic path, media are the obstacles to direct communion, disintegrating self and other into misunderstanding and contradiction. In other words, media interfaces are either clear or complicated, either beautiful or deceptive, either already known or endlessly interpretable. Recognizing the limits of either path, Galloway charts an alternative course by considering the interface as an autonomous zone of aesthetic activity, guided by its own logic and its own ends: the interface effect. Rather than praising user-friendly interfaces that work well, or castigating those that work poorly, this book considers the unworkable nature of all interfaces, from windows and doors to screens and keyboards. Considered allegorically, such thresholds do not so much tell the story of their own operations but beckon outward into the realm of social and political life, and in so doing ask a question to which the political interpretation of interfaces is the only coherent answer. Grounded in philosophy and cultural theory and driven by close readings of video games, software, television, painting, and other images, Galloway seeks to explain the logic of digital culture through an analysis of its most emblematic and ubiquitous manifestation – the interface.



Digital Imaging in Popular Cinema

Digital Imaging in Popular Cinema Author Lisa Purse
ISBN-10 9780748646913
Release 2013-01-07
Pages 208
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To what extent has cinema been transformed by the advent of digital imaging? Have digital solutions to production challenges begun to change our experience of films, and their characters, action and narratives? And what impact does the inclusion of digital imaging in the film frame have on our interpretation and analysis of film texts?Digital Imaging in Popular Cinema explores these issues through analysis of specific film moments and extended case studies of films including Minority Report, King Kong, 300 and Hugo. It discusses how digital imaging can mimic, transform, shape and generate both fantastical and mundane objects and phenomena from scratch, and what the implications are for how we 'read' films, and explores how cultural ideas about digital imaging can influence meaning within a film, a scene or even a single shot.The increasingly widespread use of digital imaging in cinema means that we can no longer afford to ignore it when critically analysing and interpreting film texts. This innovative and engaging book provides a blueprint for approaching digital imaging in contemporary film, and is therefore essential reading for all those working in the field of Film Studies.



Punchlines

Punchlines Author Aaron Tucker
ISBN-10 1771260777
Release 2015-04-15
Pages 80
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punchlines is a lyric long poem that probes the poetic tensions in the everyday languages of computer-user collaboration. Within the narrative structure of a Canadian couple's drive down the West Coast of the United States, the poems set this exploration between the call (poem title) and response (the poem itself) of jokes and punchlines, echoing the input-output (call/response) of modern computer-user cooperation, with the ultimate goal of infusing code with poetry and poetry with code. The first section is the initial trip down the coast while the second section houses poems in response to the return trip. There is little stopping in this long poem: the poems are told while driving or while in intermediary places like hotels and restaurants, and are deliberately full of jerky and fast hyperlinking motion.



Digital Interface Handbook

Digital Interface Handbook Author John Watkinson
ISBN-10 9781136026096
Release 2013-07-18
Pages 392
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A digital interface is the technology that allows interconnectivity between multiple pieces of equipment. In other words hardware devices can communicate with each other and accept audio and video material in a variety of forms. The Digital Interface Handbook is a thoroughly detailed manual for those who need to get to grips with digital audio and video systems. Francis Rumsey and John Watkinson bring together their combined experience to shed light on the differences between audio interfaces and show how to make devices 'talk to each' in the digital domain despite their subtle differences. They also include detailed coverage of all the regularly used digital video interfaces. New information included in this third edition: dedicated audio interfaces, audio over computer network interfaces and revised material on practical audio interfacing and synchronisation.



Here There

Here There Author Kris Paulsen
ISBN-10 9780262338257
Release 2017-02-17
Pages 264
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"Telepresence" allows us to feel present -- through vision, hearing, and even touch -- at a remote location by means of real-time communication technology. Networked devices such as video cameras and telerobots extend our corporeal agency into distant spaces. In Here/There, Kris Paulsen examines telepresence technologies through the lens of contemporary artistic experiments, from early video art through current "drone vision" works. Paulsen traces an arc of increasing interactivity, as video screens became spaces for communication and physical, tactile intervention. She explores the work of artists who took up these technological tools and questioned the aesthetic, social, and ethical stakes of media that allow us to manipulate and affect far-off environments and other people -- to touch, metaphorically and literally, those who cannot touch us back.Paulsen examines 1970s video artworks by Vito Acconci and Joan Jonas, live satellite performance projects by Kit Galloway and Sherrie Rabinowitz, and CCTV installations by Chris Burden. These early works, she argues, can help us make sense of the expansion of our senses by technologies that privilege real time over real space and model strategies for engagement and interaction with mediated others. They establish a political, aesthetic, and technological history for later works using cable TV infrastructures and the World Wide Web, including telerobotic works by Ken Goldberg and Wafaa Bilal and artworks about military drones by Trevor Paglen, Omar Fast, Hito Steyerl, and others. These works become a meeting place for here and there.



The Language of New Media

The Language of New Media Author Lev Manovich
ISBN-10 9780262632553
Release 2001
Pages 354
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A stimulating, eclectic account of new media that finds its origins in old media, particularly the cinema.



The Cinema Dreams Its Rivals

The Cinema Dreams Its Rivals Author Paul Young
ISBN-10 9781452904849
Release 2006
Pages 311
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Hollywood's reaction to it's media rivals throughout the history of cinema in America.



Python Programming for Arduino

Python Programming for Arduino Author Pratik Desai
ISBN-10 9781783285945
Release 2015-02-27
Pages 400
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This is the book for you if you are a student, hobbyist, developer, or designer with little or no programming and hardware prototyping experience, and you want to develop IoT applications. If you are a software developer or a hardware designer and want to create connected devices applications, then this book will help you get started.



Exploring Raspberry Pi

Exploring Raspberry Pi Author Derek Molloy
ISBN-10 9781119188698
Release 2016-06-13
Pages 720
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Expand Raspberry Pi capabilities with fundamental engineering principles Exploring Raspberry Pi is the innovators guide to bringing Raspberry Pi to life. This book favors engineering principles over a 'recipe' approach to give you the skills you need to design and build your own projects. You'll understand the fundamental principles in a way that transfers to any type of electronics, electronic modules, or external peripherals, using a "learning by doing" approach that caters to both beginners and experts. The book begins with basic Linux and programming skills, and helps you stock your inventory with common parts and supplies. Next, you'll learn how to make parts work together to achieve the goals of your project, no matter what type of components you use. The companion website provides a full repository that structures all of the code and scripts, along with links to video tutorials and supplementary content that takes you deeper into your project. The Raspberry Pi's most famous feature is its adaptability. It can be used for thousands of electronic applications, and using the Linux OS expands the functionality even more. This book helps you get the most from your Raspberry Pi, but it also gives you the fundamental engineering skills you need to incorporate any electronics into any project. Develop the Linux and programming skills you need to build basic applications Build your inventory of parts so you can always "make it work" Understand interfacing, controlling, and communicating with almost any component Explore advanced applications with video, audio, real-world interactions, and more Be free to adapt and create with Exploring Raspberry Pi.



The Cult of the Amateur

The Cult of the Amateur Author Andrew Keen
ISBN-10 9780385520812
Release 2008
Pages 236
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A Silicon Valley insider offers a provocative look at the dark side of the new digital revolution, Web 2.0, and its detrimental influence on modern-day culture, society, and business, explaining the devastating repercussions of this cult of the amateur and offering concrete solutions for countering its impact on modern life. Reprint. 17,500 first printing.



COMPUTER HARDWARE

COMPUTER HARDWARE Author K. L. JAMES
ISBN-10 9788120347984
Release 2013-06-03
Pages 304
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Computer Hardware: Installation, Interfacing, Troubleshooting and Maintenance is a comprehensive and well-organised book that provides sufficient guidelines and proper directions for assembling and upgrading the computer systems, interfacing the computers with peripheral devices as well as for installing the new devices. Apart from this, the book also covers various preventive and corrective steps required for the regular maintenance of computer system as well as the steps that are to be followed for troubleshooting. The text highlights different specification parameters associated with the computer and its peripherals. Also, an understanding of the technical jargon is conveyed by this book. Special coverage of laptops, printers and scanners makes this book highly modernised. The book is designed with a practice-oriented approach supported with sufficient photographs and it covers even the minute aspects of the concepts. Following a simple and engaging style, this book is designed for the undergraduate students of Computer Science and Computer Maintenance. In addition to this, the book is also very useful for the students pursuing Diploma courses in Computer Engineering, Hardware and Troubleshooting as well as for the students of Postgraduate Diploma in Hardware Technology and Application. Key Features • Quick and easy approach to learn the theoretical concepts and practical skills related with the computer hardware. • Comprehensive with enough illustrations to facilitate an easy under-standing. • Detailed solutions provided by the experts for certain common problems to make better interaction with the learner. • An exclusive section Common Problems and Solutions to help in self resolving the general hardware related issues.